package NEHE.JOGL.Port;

import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.IOException;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLException;
import javax.media.opengl.glu.GLU;
import javax.swing.*;
import com.sun.opengl.util.FPSAnimator;
import com.sun.opengl.util.texture.Texture;
import com.sun.opengl.util.texture.TextureCoords;
import com.sun.opengl.util.texture.TextureIO;
import static java.awt.event.KeyEvent.*;
import static javax.media.opengl.GL.*;

/**
 * NeHe Lesson 12: Display Lists
 */
public class NeheJOGL12DisplayList extends JPanel implements GLEventListener,
      KeyListener {
   private static final int REFRESH_FPS = 60;    // Display refresh frames per second
   private GLU glu;             // For the GL Utility
   final FPSAnimator animator;  // Used to drive display() 
   GLCanvas canvas;
   
   // Display lists for box and top
   private int boxDList;
   private int topDList;

   // Array of 5 for box colors
   private static float[][] boxColors = { // Bright: Red, Orange, Yellow, Green, Blue
   { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.5f, 0.0f }, { 1.0f, 1.0f, 0.0f },
         { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 1.0f } };

   // Array for top colors
   private static float[][] topColors = { // Dark: Red, Orange, Yellow, Green, Blue
   { .5f, 0.0f, 0.0f }, { 0.5f, 0.25f, 0.0f }, { 0.5f, 0.5f, 0.0f },
         { 0.0f, 0.5f, 0.0f }, { 0.0f, 0.5f, 0.5f } };

   private static float rotateAngleX = 0; // rotational angle for x-axis in degree
   private static float rotateAngleY = 0; // rotational angle for y-axis in degree
   private static float rotateSpeedX = 1.5f; // rotational speed for x-axis
   private static float rotateSpeedY = 1.5f; // rotational speed for y-axis

   private Texture texture; // texture over the shape
   private String textureFileName = "images/Cube.bmp";
   private String textureFileType = ".bmp";

   // Texture image flips vertically. Shall use TextureCoords class to retrieve the
   // top, bottom, left and right coordinates.
   private float textureTop;
   private float textureBottom;
   private float textureLeft;
   private float textureRight;

   // Constructor
   public NeheJOGL12DisplayList() {
      canvas = new GLCanvas();
      this.setLayout(new BorderLayout());
      this.add(canvas, BorderLayout.CENTER);
      canvas.addGLEventListener(this);
      canvas.addKeyListener(this);
      canvas.setFocusable(true);  // To receive key event
      canvas.requestFocus();
   
      // Run the animation loop using the fixed-rate Frame-per-second animator,
      // which calls back display() at this fixed-rate (FPS).
      animator = new FPSAnimator(canvas, REFRESH_FPS, true);
   }

   // Main program
   public static void main(String[] args) {
      final int WINDOW_WIDTH = 320;
      final int WINDOW_HEIGHT = 240;
      final String WINDOW_TITLE = "Nehe #12: Display Lists";

      JFrame frame = new JFrame();
      final NeheJOGL12DisplayList joglMain = new NeheJOGL12DisplayList();
      frame.setContentPane(joglMain);
      frame.addWindowListener(new WindowAdapter() {
         @Override 
         public void windowClosing(WindowEvent e) {
            // Use a dedicate thread to run the stop() to ensure that the
            // animator stops before program exits.
            new Thread() {
               @Override 
               public void run() {
                  joglMain.animator.stop(); // stop the animator loop
                  System.exit(0);
               }
            }.start();
         }
      });
      frame.setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
      frame.setTitle(WINDOW_TITLE);
      frame.setVisible(true);
      joglMain.animator.start(); // start the animation loop
   }

   public void buildDisplayLists(GL gl) {
      // Build two lists, and returns handle for the first list
      int base = gl.glGenLists(2);
      
      // Create a new list for box (with open-top), pre-compile for efficiency
      boxDList = base;
      gl.glNewList(boxDList, GL_COMPILE);

      gl.glBegin(GL_QUADS);
      // Front Face
      gl.glTexCoord2f(textureLeft, textureBottom);
      gl.glVertex3f(-1.0f, -1.0f, 1.0f); // bottom-left of the texture and quad
      gl.glTexCoord2f(textureRight, textureBottom);
      gl.glVertex3f(1.0f, -1.0f, 1.0f); // bottom-right of the texture and quad
      gl.glTexCoord2f(textureRight, textureTop);
      gl.glVertex3f(1.0f, 1.0f, 1.0f); // top-right of the texture and quad
      gl.glTexCoord2f(textureLeft, textureTop);
      gl.glVertex3f(-1.0f, 1.0f, 1.0f); // top-left of the texture and quad
      // Back Face
      gl.glTexCoord2f(textureRight, textureBottom);
      gl.glVertex3f(-1.0f, -1.0f, -1.0f);
      gl.glTexCoord2f(textureRight, textureTop);
      gl.glVertex3f(-1.0f, 1.0f, -1.0f);
      gl.glTexCoord2f(textureLeft, textureTop);
      gl.glVertex3f(1.0f, 1.0f, -1.0f);
      gl.glTexCoord2f(textureLeft, textureBottom);
      gl.glVertex3f(1.0f, -1.0f, -1.0f);
      // Top Face
      gl.glTexCoord2f(textureLeft, textureTop);
      gl.glVertex3f(-1.0f, 1.0f, -1.0f);
      gl.glTexCoord2f(textureLeft, textureBottom);
      gl.glVertex3f(-1.0f, 1.0f, 1.0f);
      gl.glTexCoord2f(textureRight, textureBottom);
      gl.glVertex3f(1.0f, 1.0f, 1.0f);
      gl.glTexCoord2f(textureRight, textureTop);
      gl.glVertex3f(1.0f, 1.0f, -1.0f);
      // Bottom Face
      gl.glTexCoord2f(textureRight, textureTop);
      gl.glVertex3f(-1.0f, -1.0f, -1.0f);
      gl.glTexCoord2f(textureLeft, textureTop);
      gl.glVertex3f(1.0f, -1.0f, -1.0f);
      gl.glTexCoord2f(textureLeft, textureBottom);
      gl.glVertex3f(1.0f, -1.0f, 1.0f);
      gl.glTexCoord2f(textureRight, textureBottom);
      gl.glVertex3f(-1.0f, -1.0f, 1.0f);
      // Right face
      gl.glTexCoord2f(textureRight, textureBottom);
      gl.glVertex3f(1.0f, -1.0f, -1.0f);
      gl.glTexCoord2f(textureRight, textureTop);
      gl.glVertex3f(1.0f, 1.0f, -1.0f);
      gl.glTexCoord2f(textureLeft, textureTop);
      gl.glVertex3f(1.0f, 1.0f, 1.0f);
      gl.glTexCoord2f(textureLeft, textureBottom);
      gl.glVertex3f(1.0f, -1.0f, 1.0f);
      // Left Face
      gl.glTexCoord2f(textureLeft, textureBottom);
      gl.glVertex3f(-1.0f, -1.0f, -1.0f);
      gl.glTexCoord2f(textureRight, textureBottom);
      gl.glVertex3f(-1.0f, -1.0f, 1.0f);
      gl.glTexCoord2f(textureRight, textureTop);
      gl.glVertex3f(-1.0f, 1.0f, 1.0f);
      gl.glTexCoord2f(textureLeft, textureTop);
      gl.glVertex3f(-1.0f, 1.0f, -1.0f);

      gl.glEnd();
      gl.glEndList();

      // Ready to make the second display list
      topDList = boxDList + 1;
      gl.glNewList(topDList, GL_COMPILE);
      gl.glBegin(GL_QUADS);
      // Top Face
      gl.glTexCoord2f(textureLeft, textureTop);
      gl.glVertex3f(-1.0f, 1.0f, -1.0f);
      gl.glTexCoord2f(textureLeft, textureBottom);
      gl.glVertex3f(-1.0f, 1.0f, 1.0f);
      gl.glTexCoord2f(textureRight, textureBottom);
      gl.glVertex3f(1.0f, 1.0f, 1.0f);
      gl.glTexCoord2f(textureRight, textureTop);
      gl.glVertex3f(1.0f, 1.0f, -1.0f);
      gl.glEnd();
      gl.glEndList();

   }

   // ------ Implement methods declared in GLEventListener ------

   /**
    * Called by the drawable immediately after the OpenGL context is initialized for
    * the first time. Can be used to perform one-time OpenGL initialization such as
    * setup of lights and display lists. Run only once.
    */
   @Override
   public void init(GLAutoDrawable drawable) {
      // Get the OpenGL graphics context
      GL gl = drawable.getGL();
      // GL Utilities
      glu = new GLU();
      // Enable smooth shading, which blends colors nicely across a polygon, and
      // smoothes out lighting.
      gl.glShadeModel(GL_SMOOTH);
      // Set background color (in RGBA). Alpha of 0 for total transparency
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
      // Setup the depth buffer & enable the depth testing
      gl.glClearDepth(1.0f);
      gl.glEnable(GL_DEPTH_TEST); // enables depth testing
      gl.glDepthFunc(GL_LEQUAL); // the type of depth test to do
      // We want the best perspective correction to be done
      gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

      // Enable LIGHT0, which is pre-defined on most video cards.
      gl.glEnable(GL_LIGHT0);
      // gl.glEnable(GL_LIGHTING);

      // Add colors to texture maps, so that glColor3f(r,g,b) takes effect.
      gl.glEnable(GL_COLOR_MATERIAL);

      // We want the best perspective correction to be done
      gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

      // Load the texture image
      try {
         // Create a OpenGL Texture object from (URL, mipmap, file suffix)
         // Use URL so that can read from JAR and disk file.
         texture = TextureIO.newTexture(
               this.getClass().getResource(textureFileName), false, textureFileType);
      } catch (GLException e) {
         e.printStackTrace();
      } catch (IOException e) {
         e.printStackTrace();
      }

      // Use linear filter for texture if image is larger than the original texture
      gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      // Use linear filter for texture if image is smaller than the original texture
      gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

      // Texture image flips vertically. Shall use TextureCoords class to retrieve
      // the top, bottom, left and right coordinates, instead of using 0.0f and 1.0f.
      TextureCoords textureCoords = texture.getImageTexCoords();
      textureTop = textureCoords.top();
      textureBottom = textureCoords.bottom();
      textureLeft = textureCoords.left();
      textureRight = textureCoords.right();

      // Enable the texture
      texture.enable();
      // gl.glEnable(GL_TEXTURE_2D);

      // Run the build lists after initializing the texture
      buildDisplayLists(gl);

   }

   /**
    * Called by the drawable to initiate OpenGL rendering.
    */
   @Override
   public void display(GLAutoDrawable drawable) {
      // Get the OpenGL graphics context
      GL gl = drawable.getGL();
      // Clear the screen and the depth buffer
      gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      // Reset the view (x, y, z axes back to normal)
      gl.glLoadIdentity();

      // Bind the texture to the current OpenGL graphics context.
      texture.bind();

      for (int y = 1; y < 6; y++) { // loop through the y-axis (5 rows)
         for (int x = 0; x < y; x++) { // loop through the x-axis (y columns)
            gl.glLoadIdentity(); // reset
            // Position the cubes on the screen
            gl.glTranslatef(1.4f + x * 2.8f - y * 1.4f, (6.0f - y) * 2.4f - 7.0f,
                  -20.0f);
            gl.glRotatef(45.0f - (2.0f * y) + rotateAngleX, 1.0f, 0.0f, 0.0f);
            gl.glRotatef(45.0f + rotateAngleY, 0.0f, 1.0f, 0.0f);

            gl.glColor3fv(boxColors[y - 1], 0);
            gl.glCallList(boxDList); // draw the box
            gl.glColor3fv(topColors[y - 1], 0);
            gl.glCallList(topDList); // draw the top
         }
      }
   }

   /**
    * Called by the drawable during the first repaint after the component has been
    * resized. Run at least once when the window is first set to visible.
    */
   @Override
   public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
      // Get the OpenGL graphics context
      GL gl = drawable.getGL();

      if (height == 0) {
         height = 1; // prevent divide by zero
      }
      float aspect = (float)width / height;

      // Set the viewport (display area) to cover the entire window
      gl.glViewport(0, 0, width, height);

      // Enable perspective view (where far objects are smaller)
      gl.glMatrixMode(GL_PROJECTION);
      gl.glLoadIdentity(); // reset
      // View angle of 45 degrees, based on this canvas's aspect ratio. The 0.1f,
      // 100.0f is the starting and ending points for how deep we can draw into
      // the screen.
      glu.gluPerspective(45.0f, aspect, 0.1f, 100.0f); // fovy, aspect, zNear, zFar

      // Enable the model view - any new transformations will affect the model-view
      // matrix
      gl.glMatrixMode(GL_MODELVIEW);
      gl.glLoadIdentity(); // reset
   }

   /**
    * Called when the display mode (eg. resolution) has been changed.
    */
   @Override
   public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,
         boolean deviceChanged) {}

   // ----- Implement methods declared in KeyListener -----

   @Override
   public void keyPressed(KeyEvent e) {
      switch (e.getKeyCode()) {
         case VK_UP: // decrease rotational speed in x
            rotateAngleX -= rotateSpeedX;
            break;
         case VK_DOWN: // increase rotational speed in x
            rotateAngleX += rotateSpeedX;
            break;
         case VK_LEFT: // decrease rotational speed in y
            rotateAngleY -= rotateSpeedY;
            break;
         case VK_RIGHT: // increase rotational speed in y
            rotateAngleY += rotateSpeedY;
            break;
      }
   }

   @Override
   public void keyReleased(KeyEvent e) {}

   @Override
   public void keyTyped(KeyEvent e) {}
}
